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00020 #ifndef __CS_PLANE3_H__
00021 #define __CS_PLANE3_H__
00022
00030 #include "csextern.h"
00031
00032 #include "csgeom/matrix4.h"
00033 #include "csgeom/vector3.h"
00034
00035 class csString;
00036 struct csVertexStatus;
00037
00043 class CS_CRYSTALSPACE_EXPORT csPlane3
00044 {
00045 public:
00047 csVector3 norm;
00048
00050 float DD;
00051
00055 csPlane3 () : norm(0,0,1), DD(0) {}
00056
00060 csPlane3 (const csVector3& plane_norm, float d=0) : norm(plane_norm), DD(d) {}
00061
00065 csPlane3 (float a, float b, float c, float d=0) : norm(a,b,c), DD(d) {}
00066
00073 csPlane3 (const csVector3& v1, const csVector3& v2, const csVector3& v3);
00074
00080 csPlane3 (const csVector3& v2, const csVector3& v3)
00081 {
00082 norm = v2 % v3; DD = 0;
00083 }
00084
00088 bool operator==(const csPlane3& other) const
00089 {
00090 return (norm * other.norm) > 0.999f && fabsf(DD - other.DD) < 0.001f;
00091 }
00092
00094 inline csVector3& Normal () { return norm; }
00096 inline const csVector3& Normal () const { return norm; }
00097
00099 inline float A () const { return norm.x; }
00101 inline float B () const { return norm.y; }
00103 inline float C () const { return norm.z; }
00105 inline float D () const { return DD; }
00106
00108 inline float& A () { return norm.x; }
00110 inline float& B () { return norm.y; }
00112 inline float& C () { return norm.z; }
00114 inline float& D () { return DD; }
00115
00117 inline const csVector3& GetNormal () const { return norm; }
00118
00120 inline void Set (float a, float b, float c, float d)
00121 { norm.x = a; norm.y = b; norm.z = c; DD = d; }
00122
00124 inline void Set (const csVector3& normal, float d)
00125 { norm = normal; DD = d; }
00126
00133 void Set (const csVector3& v1, const csVector3& v2, const csVector3& v3);
00134
00140 inline void Set (const csVector3& v2, const csVector3& v3)
00141 {
00142 norm = v2 % v3; DD = 0;
00143 }
00144
00149 inline void SetOrigin (const csVector3& p)
00150 {
00151 DD = -norm * p;
00152 }
00153
00164 inline float Classify (const csVector3& pt) const { return norm*pt+DD; }
00165
00170 static float Classify (float A, float B, float C, float D,
00171 const csVector3& pt)
00172 {
00173 return A*pt.x + B*pt.y + C*pt.z + D;
00174 }
00175
00182 inline float Distance (const csVector3& pt) const
00183 { return ABS (Classify (pt)); }
00184
00189 inline void Invert () { norm = -norm; DD = -DD; }
00190
00192 inline csPlane3 Inverse() const { csPlane3 p (*this); p.Invert(); return p; }
00193
00197 inline void Normalize ()
00198 {
00199 float f = norm.Norm ();
00200 if (f) { norm /= f; DD /= f; }
00201 }
00202
00206 csVector3 FindPoint () const;
00207
00209
00212 csVector3 ProjectOnto(const csVector3& p);
00213 csVector3 ProjectOnto (const csVector3& p) const
00214 {
00215
00216 csPlane3 thisNonConst (*this);
00217 return thisNonConst.ProjectOnto (p);
00218 }
00220
00226 static void FindOrthogonalPoints (const csVector3& norm,
00227 csVector3& p, csVector3& q);
00228
00238 bool ClipPolygon (csVector3*& pverts, int& num_verts, bool reversed = false);
00239
00254 uint8 ClipPolygon (const csVector3* InVerts, size_t InCount,
00255 csVector3* OutPolygon, size_t& OutCount, csVertexStatus* OutStatus,
00256 bool reversed = false) const;
00257
00259 csString Description() const;
00260
00266 inline friend csPlane3 operator* (const CS::Math::Matrix4& m_inv_t,
00267 const csPlane3& p)
00268 {
00269 csVector4 v (p.norm, p.DD);
00270 v = m_inv_t * v;
00271 return csPlane3 (v.x, v.y, v.z, v.w);
00272 }
00273 };
00274
00277 #endif // __CS_PLANE3_H__
00278